/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
 
This file is part of Quake III Arena source code.
 
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
 
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.
 
You should have received a copy of the GNU General Public License
along with Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/
//
// ui_players.c

#include "ui_local.h"


#define UI_TIMER_GESTURE		2300
#define UI_TIMER_JUMP			1000
#define UI_TIMER_LAND			130
#define UI_TIMER_WEAPON_SWITCH	300
#define UI_TIMER_ATTACK			500
#define	UI_TIMER_MUZZLE_FLASH	20
#define	UI_TIMER_WEAPON_DELAY	250

#define JUMP_HEIGHT				56

#define SWINGSPEED				0.3f

#define SPIN_SPEED				0.9f
#define COAST_TIME				1000


static int			dp_realtime;
static float		jumpHeight;


/*
===============
UI_PlayerInfo_SetWeapon
===============
*/
static void UI_PlayerInfo_SetWeapon( playerInfo_t *pi, weapon_t weaponNum )
{
/*    gitem_t *	item;
    char		path[MAX_QPATH];

    pi->currentWeapon = weaponNum;
tryagain:
    pi->realWeapon = weaponNum;
    pi->weaponModel = 0;
    pi->barrelModel = 0;
    pi->flashModel = 0;

    if ( weaponNum == WP_NONE )
    {
        return;
    }

    for ( item = bg_itemlist + 1; item->classname ; item++ )
    {
        if ( item->giType != IT_WEAPON )
        {
            continue;
        }
        if ( item->giTag == weaponNum )
        {
            break;
        }
    }

    if ( item->classname )
    {
        pi->weaponModel = RE_RegisterModel( item->world_model[0] );
    }

    if( pi->weaponModel == 0 )
    {
        if( weaponNum == WP_MACHINEGUN )
        {
            weaponNum = WP_NONE;
            goto tryagain;
        }
        weaponNum = WP_MACHINEGUN;
        goto tryagain;
    }

    if ( weaponNum == WP_MACHINEGUN || weaponNum == WP_GAUNTLET || weaponNum == WP_BFG )
    {
        strcpy( path, item->world_model[0] );
        COM_StripExtension( path, path );
        strcat( path, "_barrel.md3" );
        pi->barrelModel = RE_RegisterModel( path );
    }

    strcpy( path, item->world_model[0] );
    COM_StripExtension( path, path );
    strcat( path, "_flash.md3" );
    pi->flashModel = RE_RegisterModel( path );

    switch( weaponNum )
    {
    case WP_GAUNTLET:
        MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 );
        break;

    case WP_MACHINEGUN:
        MAKERGB( pi->flashDlightColor, 1, 1, 0 );
        break;

    case WP_SHOTGUN:
        MAKERGB( pi->flashDlightColor, 1, 1, 0 );
        break;

    case WP_GRENADE_LAUNCHER:
        MAKERGB( pi->flashDlightColor, 1, 0.7f, 0.5f );
        break;

    case WP_ROCKET_LAUNCHER:
        MAKERGB( pi->flashDlightColor, 1, 0.75f, 0 );
        break;

    case WP_LIGHTNING:
        MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 );
        break;

    case WP_RAILGUN:
        MAKERGB( pi->flashDlightColor, 1, 0.5f, 0 );
        break;

    case WP_PLASMAGUN:
        MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 );
        break;

    case WP_BFG:
        MAKERGB( pi->flashDlightColor, 1, 0.7f, 1 );
        break;

    case WP_GRAPPLING_HOOK:
        MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 );
        break;

    default:
        MAKERGB( pi->flashDlightColor, 1, 1, 1 );
        break;
    }*/
}


/*
===============
UI_ForceLegsAnim
===============
*/
static void UI_ForceLegsAnim( playerInfo_t *pi, int anim )
{
    pi->legsAnim = ( ( pi->legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;

    if ( anim == LEGS_JUMP )
    {
        pi->legsAnimationTimer = UI_TIMER_JUMP;
    }
}


/*
===============
UI_SetLegsAnim
===============
*/
static void UI_SetLegsAnim( playerInfo_t *pi, int anim )
{
    if ( pi->pendingLegsAnim )
    {
        anim = pi->pendingLegsAnim;
        pi->pendingLegsAnim = 0;
    }
    UI_ForceLegsAnim( pi, anim );
}


/*
===============
UI_ForceTorsoAnim
===============
*/
static void UI_ForceTorsoAnim( playerInfo_t *pi, int anim )
{
    pi->torsoAnim = ( ( pi->torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;

    if ( anim == TORSO_GESTURE )
    {
        pi->torsoAnimationTimer = UI_TIMER_GESTURE;
    }

    if ( anim == TORSO_ATTACK || anim == TORSO_ATTACK2 )
    {
        pi->torsoAnimationTimer = UI_TIMER_ATTACK;
    }
}


/*
===============
UI_SetTorsoAnim
===============
*/
static void UI_SetTorsoAnim( playerInfo_t *pi, int anim )
{
    if ( pi->pendingTorsoAnim )
    {
        anim = pi->pendingTorsoAnim;
        pi->pendingTorsoAnim = 0;
    }

    UI_ForceTorsoAnim( pi, anim );
}


/*
===============
UI_TorsoSequencing
===============
*/
static void UI_TorsoSequencing( playerInfo_t *pi )
{
    int		currentAnim;

    currentAnim = pi->torsoAnim & ~ANIM_TOGGLEBIT;

    if ( pi->weapon != pi->currentWeapon )
    {
        if ( currentAnim != TORSO_DROP )
        {
            pi->torsoAnimationTimer = UI_TIMER_WEAPON_SWITCH;
            UI_ForceTorsoAnim( pi, TORSO_DROP );
        }
    }

    if ( pi->torsoAnimationTimer > 0 )
    {
        return;
    }

    if( currentAnim == TORSO_GESTURE )
    {
        UI_SetTorsoAnim( pi, TORSO_STAND );
        return;
    }

    if( currentAnim == TORSO_ATTACK || currentAnim == TORSO_ATTACK2 )
    {
        UI_SetTorsoAnim( pi, TORSO_STAND );
        return;
    }

    if ( currentAnim == TORSO_DROP )
    {
        UI_PlayerInfo_SetWeapon( pi, pi->weapon );
        pi->torsoAnimationTimer = UI_TIMER_WEAPON_SWITCH;
        UI_ForceTorsoAnim( pi, TORSO_RAISE );
        return;
    }

    if ( currentAnim == TORSO_RAISE )
    {
        UI_SetTorsoAnim( pi, TORSO_STAND );
        return;
    }
}


/*
===============
UI_LegsSequencing
===============
*/
static void UI_LegsSequencing( playerInfo_t *pi )
{
    int		currentAnim;

    currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT;

    if ( pi->legsAnimationTimer > 0 )
    {
        if ( currentAnim == LEGS_JUMP )
        {
            jumpHeight = JUMP_HEIGHT * sin( M_PI * ( UI_TIMER_JUMP - pi->legsAnimationTimer ) / UI_TIMER_JUMP );
        }
        return;
    }

    if ( currentAnim == LEGS_JUMP )
    {
        UI_ForceLegsAnim( pi, LEGS_LAND );
        pi->legsAnimationTimer = UI_TIMER_LAND;
        jumpHeight = 0;
        return;
    }

    if ( currentAnim == LEGS_LAND )
    {
        UI_SetLegsAnim( pi, LEGS_IDLE );
        return;
    }
}


/*
======================
UI_PositionEntityOnTag
======================
*/
static void UI_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
                                    clipHandle_t parentModel, char *tagName )
{
    int				i;
    orientation_t	lerped;

    // lerp the tag
    R_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame,
                     1.0 - parent->backlerp, tagName );

    // FIXME: allow origin offsets along tag?
    VectorCopy( parent->origin, entity->origin );
    for ( i = 0 ; i < 3 ; i++ )
    {
        VectorMA( entity->origin, lerped.origin[i], parent->axis[i], entity->origin );
    }

    // cast away const because of compiler problems
    MatrixMultiply( lerped.axis, ((refEntity_t*)parent)->axis, entity->axis );
    entity->backlerp = parent->backlerp;
}


/*
======================
UI_PositionRotatedEntityOnTag
======================
*/
static void UI_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
        clipHandle_t parentModel, char *tagName )
{
    int				i;
    orientation_t	lerped;
    vec3_t			tempAxis[3];

    // lerp the tag
    R_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame,
                     1.0 - parent->backlerp, tagName );

    // FIXME: allow origin offsets along tag?
    VectorCopy( parent->origin, entity->origin );
    for ( i = 0 ; i < 3 ; i++ )
    {
        VectorMA( entity->origin, lerped.origin[i], parent->axis[i], entity->origin );
    }

    // cast away const because of compiler problems
    MatrixMultiply( entity->axis, ((refEntity_t *)parent)->axis, tempAxis );
    MatrixMultiply( lerped.axis, tempAxis, entity->axis );
}


/*
===============
UI_SetLerpFrameAnimation
===============
*/
static void UI_SetLerpFrameAnimation( playerInfo_t *ci, lerpFrame_t *lf, int newAnimation )
{
    animation_t	*anim;

    lf->animationNumber = newAnimation;
    newAnimation &= ~ANIM_TOGGLEBIT;

    if ( newAnimation < 0 || newAnimation >= MAX_ANIMATIONS )
    {
        Com_Error(ERR_DROP, "Bad animation number: %i", newAnimation);
    }

    anim = &ci->animations[ newAnimation ];

    lf->animation = anim;
    lf->animationTime = lf->frameTime + anim->initialLerp;
}


/*
===============
UI_RunLerpFrame
===============
*/
static void UI_RunLerpFrame( playerInfo_t *ci, lerpFrame_t *lf, int newAnimation )
{
    int			f;
    animation_t	*anim;

    // see if the animation sequence is switching
    if ( newAnimation != lf->animationNumber || !lf->animation )
    {
        UI_SetLerpFrameAnimation( ci, lf, newAnimation );
    }

    // if we have passed the current frame, move it to
    // oldFrame and calculate a new frame
    if ( dp_realtime >= lf->frameTime )
    {
        lf->oldFrame = lf->frame;
        lf->oldFrameTime = lf->frameTime;

        // get the next frame based on the animation
        anim = lf->animation;
        if ( dp_realtime < lf->animationTime )
        {
            lf->frameTime = lf->animationTime;		// initial lerp
        }
        else
        {
            lf->frameTime = lf->oldFrameTime + anim->frameLerp;
        }
        f = ( lf->frameTime - lf->animationTime ) / anim->frameLerp;
        if ( f >= anim->numFrames )
        {
            f -= anim->numFrames;
            if ( anim->loopFrames )
            {
                f %= anim->loopFrames;
                f += anim->numFrames - anim->loopFrames;
            }
            else
            {
                f = anim->numFrames - 1;
                // the animation is stuck at the end, so it
                // can immediately transition to another sequence
                lf->frameTime = dp_realtime;
            }
        }
        lf->frame = anim->firstFrame + f;
        if ( dp_realtime > lf->frameTime )
        {
            lf->frameTime = dp_realtime;
        }
    }

    if ( lf->frameTime > dp_realtime + 200 )
    {
        lf->frameTime = dp_realtime;
    }

    if ( lf->oldFrameTime > dp_realtime )
    {
        lf->oldFrameTime = dp_realtime;
    }
    // calculate current lerp value
    if ( lf->frameTime == lf->oldFrameTime )
    {
        lf->backlerp = 0;
    }
    else
    {
        lf->backlerp = 1.0 - (float)( dp_realtime - lf->oldFrameTime ) / ( lf->frameTime - lf->oldFrameTime );
    }
}


/*
===============
UI_PlayerAnimation
===============
*/
static void UI_PlayerAnimation( playerInfo_t *pi, int *legsOld, int *legs, float *legsBackLerp,
                                int *torsoOld, int *torso, float *torsoBackLerp )
{

    // legs animation
    pi->legsAnimationTimer -= uis.frametime;
    if ( pi->legsAnimationTimer < 0 )
    {
        pi->legsAnimationTimer = 0;
    }

    UI_LegsSequencing( pi );

    if ( pi->legs.yawing && ( pi->legsAnim & ~ANIM_TOGGLEBIT ) == LEGS_IDLE )
    {
        UI_RunLerpFrame( pi, &pi->legs, LEGS_TURN );
    }
    else
    {
        UI_RunLerpFrame( pi, &pi->legs, pi->legsAnim );
    }
    *legsOld = pi->legs.oldFrame;
    *legs = pi->legs.frame;
    *legsBackLerp = pi->legs.backlerp;

    // torso animation
    pi->torsoAnimationTimer -= uis.frametime;
    if ( pi->torsoAnimationTimer < 0 )
    {
        pi->torsoAnimationTimer = 0;
    }

    UI_TorsoSequencing( pi );

    UI_RunLerpFrame( pi, &pi->torso, pi->torsoAnim );
    *torsoOld = pi->torso.oldFrame;
    *torso = pi->torso.frame;
    *torsoBackLerp = pi->torso.backlerp;
}


/*
==================
UI_SwingAngles
==================
*/
static void UI_SwingAngles( float destination, float swingTolerance, float clampTolerance,
                            float speed, float *angle, qboolean *swinging )
{
    float	swing;
    float	move;
    float	scale;

    if ( !*swinging )
    {
        // see if a swing should be started
        swing = AngleSubtract( *angle, destination );
        if ( swing > swingTolerance || swing < -swingTolerance )
        {
            *swinging = qtrue;
        }
    }

    if ( !*swinging )
    {
        return;
    }

    // modify the speed depending on the delta
    // so it doesn't seem so linear
    swing = AngleSubtract( destination, *angle );
    scale = fabs( swing );
    if ( scale < swingTolerance * 0.5 )
    {
        scale = 0.5;
    }
    else if ( scale < swingTolerance )
    {
        scale = 1.0;
    }
    else
    {
        scale = 2.0;
    }

    // swing towards the destination angle
    if ( swing >= 0 )
    {
        move = uis.frametime * scale * speed;
        if ( move >= swing )
        {
            move = swing;
            *swinging = qfalse;
        }
        *angle = AngleMod( *angle + move );
    }
    else if ( swing < 0 )
    {
        move = uis.frametime * scale * -speed;
        if ( move <= swing )
        {
            move = swing;
            *swinging = qfalse;
        }
        *angle = AngleMod( *angle + move );
    }

    // clamp to no more than tolerance
    swing = AngleSubtract( destination, *angle );
    if ( swing > clampTolerance )
    {
        *angle = AngleMod( destination - (clampTolerance - 1) );
    }
    else if ( swing < -clampTolerance )
    {
        *angle = AngleMod( destination + (clampTolerance - 1) );
    }
}


/*
======================
UI_MovedirAdjustment
======================
*/
static float UI_MovedirAdjustment( playerInfo_t *pi )
{
    vec3_t		relativeAngles;
    vec3_t		moveVector;

    VectorSubtract( pi->viewAngles, pi->moveAngles, relativeAngles );
    AngleVectors( relativeAngles, moveVector, NULL, NULL );
    if ( Q_fabs( moveVector[0] ) < 0.01 )
    {
        moveVector[0] = 0.0;
    }
    if ( Q_fabs( moveVector[1] ) < 0.01 )
    {
        moveVector[1] = 0.0;
    }

    if ( moveVector[1] == 0 && moveVector[0] > 0 )
    {
        return 0;
    }
    if ( moveVector[1] < 0 && moveVector[0] > 0 )
    {
        return 22;
    }
    if ( moveVector[1] < 0 && moveVector[0] == 0 )
    {
        return 45;
    }
    if ( moveVector[1] < 0 && moveVector[0] < 0 )
    {
        return -22;
    }
    if ( moveVector[1] == 0 && moveVector[0] < 0 )
    {
        return 0;
    }
    if ( moveVector[1] > 0 && moveVector[0] < 0 )
    {
        return 22;
    }
    if ( moveVector[1] > 0 && moveVector[0] == 0 )
    {
        return  -45;
    }

    return -22;
}


/*
===============
UI_PlayerAngles
===============
*/
static void UI_PlayerAngles( playerInfo_t *pi, vec3_t legs[3], vec3_t torso[3], vec3_t head[3] )
{
    vec3_t		legsAngles, torsoAngles, headAngles;
    float		dest;
    float		adjust;

    VectorCopy( pi->viewAngles, headAngles );
    headAngles[YAW] = AngleMod( headAngles[YAW] );
    VectorClear( legsAngles );
    VectorClear( torsoAngles );

    // --------- yaw -------------

    // allow yaw to drift a bit
    if ( ( pi->legsAnim & ~ANIM_TOGGLEBIT ) != LEGS_IDLE
            || ( pi->torsoAnim & ~ANIM_TOGGLEBIT ) != TORSO_STAND  )
    {
        // if not standing still, always point all in the same direction
        pi->torso.yawing = qtrue;	// always center
        pi->torso.pitching = qtrue;	// always center
        pi->legs.yawing = qtrue;	// always center
    }

    // adjust legs for movement dir
    adjust = UI_MovedirAdjustment( pi );
    legsAngles[YAW] = headAngles[YAW] + adjust;
    torsoAngles[YAW] = headAngles[YAW] + 0.25 * adjust;


    // torso
    UI_SwingAngles( torsoAngles[YAW], 25, 90, SWINGSPEED, &pi->torso.yawAngle, &pi->torso.yawing );
    UI_SwingAngles( legsAngles[YAW], 40, 90, SWINGSPEED, &pi->legs.yawAngle, &pi->legs.yawing );

    torsoAngles[YAW] = pi->torso.yawAngle;
    legsAngles[YAW] = pi->legs.yawAngle;

    // --------- pitch -------------

    // only show a fraction of the pitch angle in the torso
    if ( headAngles[PITCH] > 180 )
    {
        dest = (-360 + headAngles[PITCH]) * 0.75;
    }
    else
    {
        dest = headAngles[PITCH] * 0.75;
    }
    UI_SwingAngles( dest, 15, 30, 0.1f, &pi->torso.pitchAngle, &pi->torso.pitching );
    torsoAngles[PITCH] = pi->torso.pitchAngle;

    // pull the angles back out of the hierarchial chain
    AnglesSubtract( headAngles, torsoAngles, headAngles );
    AnglesSubtract( torsoAngles, legsAngles, torsoAngles );
    AnglesToAxis( legsAngles, legs );
    AnglesToAxis( torsoAngles, torso );
    AnglesToAxis( headAngles, head );
}


/*
===============
UI_PlayerFloatSprite
===============
*/
static void UI_PlayerFloatSprite( playerInfo_t *pi, vec3_t origin, qhandle_t shader )
{
    refEntity_t		ent;

    memset( &ent, 0, sizeof( ent ) );
    VectorCopy( origin, ent.origin );
    ent.origin[2] += 48;
    ent.reType = RT_SPRITE;
    ent.customShader = shader;
    ent.radius = 10;
    ent.renderfx = 0;
    RE_AddRefEntityToScene( &ent );
}


/*
======================
UI_MachinegunSpinAngle
======================
*/
float	UI_MachinegunSpinAngle( playerInfo_t *pi )
{
    int		delta;
    float	angle;
    float	speed;
    int		torsoAnim;

    delta = dp_realtime - pi->barrelTime;
    if ( pi->barrelSpinning )
    {
        angle = pi->barrelAngle + delta * SPIN_SPEED;
    }
    else
    {
        if ( delta > COAST_TIME )
        {
            delta = COAST_TIME;
        }

        speed = 0.5 * ( SPIN_SPEED + (float)( COAST_TIME - delta ) / COAST_TIME );
        angle = pi->barrelAngle + delta * speed;
    }

    torsoAnim = pi->torsoAnim  & ~ANIM_TOGGLEBIT;
    if( torsoAnim == TORSO_ATTACK2 )
    {
        torsoAnim = TORSO_ATTACK;
    }
    if ( pi->barrelSpinning == !(torsoAnim == TORSO_ATTACK) )
    {
        pi->barrelTime = dp_realtime;
        pi->barrelAngle = AngleMod( angle );
        pi->barrelSpinning = !!(torsoAnim == TORSO_ATTACK);
    }

    return angle;
}


/*
===============
UI_DrawPlayer
===============
*/
void UI_DrawPlayer( float x, float y, float w, float h, playerInfo_t *pi, int time )
{
    refdef_t		refdef;
    refEntity_t		legs;
    refEntity_t		torso;
    refEntity_t		head;
    refEntity_t		gun;
    refEntity_t		flash;
    vec3_t			origin;
    int				renderfx;
    vec3_t			mins = {-16, -16, -24};
    vec3_t			maxs = {16, 16, 32};
    float			len;
    float			xx;

    if ( !pi->legsModel || !pi->torsoModel || !pi->headModel || !pi->animations[0].numFrames )
    {
        return;
    }

    dp_realtime = time;

    if ( pi->pendingWeapon != -1 && dp_realtime > pi->weaponTimer )
    {
        pi->weapon = pi->pendingWeapon;
        pi->lastWeapon = pi->pendingWeapon;
        pi->pendingWeapon = (weapon_t)-1;
        pi->weaponTimer = 0;
        if( pi->currentWeapon != pi->weapon )
        {
            S_StartLocalSound( weaponChangeSound, CHAN_LOCAL );
        }
    }

    UI_AdjustFrom640( &x, &y, &w, &h );

    y -= jumpHeight;

    memset( &refdef, 0, sizeof( refdef ) );
    memset( &legs, 0, sizeof(legs) );
    memset( &torso, 0, sizeof(torso) );
    memset( &head, 0, sizeof(head) );

    refdef.rdflags = RDF_NOWORLDMODEL;

    AxisClear( refdef.viewaxis );

    refdef.x = x;
    refdef.y = y;
    refdef.width = w;
    refdef.height = h;

    refdef.fov_x = (int)((float)refdef.width / 640.0f * 90.0f);
    xx = refdef.width / tan( refdef.fov_x / 360 * M_PI );
    refdef.fov_y = atan2( refdef.height, xx );
    refdef.fov_y *= ( 360 / M_PI );

    // calculate distance so the player nearly fills the box
    len = 0.7 * ( maxs[2] - mins[2] );
    origin[0] = len / tan( DEG2RAD(refdef.fov_x) * 0.5 );
    origin[1] = 0.5 * ( mins[1] + maxs[1] );
    origin[2] = -0.5 * ( mins[2] + maxs[2] );

    refdef.time = dp_realtime;

    RE_ClearScene();

    // get the rotation information
    UI_PlayerAngles( pi, legs.axis, torso.axis, head.axis );

    // get the animation state (after rotation, to allow feet shuffle)
    UI_PlayerAnimation( pi, &legs.oldframe, &legs.frame, &legs.backlerp,
                        &torso.oldframe, &torso.frame, &torso.backlerp );

    renderfx = RF_LIGHTING_ORIGIN | RF_NOSHADOW;

    //
    // add the legs
    //
    legs.hModel = pi->legsModel;
    legs.customSkin = pi->legsSkin;

    VectorCopy( origin, legs.origin );

    VectorCopy( origin, legs.lightingOrigin );
    legs.renderfx = renderfx;
    VectorCopy (legs.origin, legs.oldorigin);

    RE_AddRefEntityToScene( &legs );

    if (!legs.hModel)
    {
        return;
    }

    //
    // add the torso
    //
    torso.hModel = pi->torsoModel;
    if (!torso.hModel)
    {
        return;
    }

    torso.customSkin = pi->torsoSkin;

    VectorCopy( origin, torso.lightingOrigin );

    UI_PositionRotatedEntityOnTag( &torso, &legs, pi->legsModel, "tag_torso");

    torso.renderfx = renderfx;

    RE_AddRefEntityToScene( &torso );

    //
    // add the head
    //
    head.hModel = pi->headModel;
    if (!head.hModel)
    {
        return;
    }
    head.customSkin = pi->headSkin;

    VectorCopy( origin, head.lightingOrigin );

    UI_PositionRotatedEntityOnTag( &head, &torso, pi->torsoModel, "tag_head");

    head.renderfx = renderfx;

    RE_AddRefEntityToScene( &head );

    //
    // add the gun
    //
/*    if ( pi->currentWeapon != WP_NONE )
    {
        memset( &gun, 0, sizeof(gun) );
        gun.hModel = pi->weaponModel;
        VectorCopy( origin, gun.lightingOrigin );
        UI_PositionEntityOnTag( &gun, &torso, pi->torsoModel, "tag_weapon");
        gun.renderfx = renderfx;
        RE_AddRefEntityToScene( &gun );
    }*/

    //
    // add the spinning barrel
    //
/*    if ( pi->realWeapon == WP_MACHINEGUN || pi->realWeapon == WP_GAUNTLET || pi->realWeapon == WP_BFG )
    {
        vec3_t	angles;

        memset( &barrel, 0, sizeof(barrel) );
        VectorCopy( origin, barrel.lightingOrigin );
        barrel.renderfx = renderfx;

        barrel.hModel = pi->barrelModel;
        angles[YAW] = 0;
        angles[PITCH] = 0;
        angles[ROLL] = UI_MachinegunSpinAngle( pi );
        if( pi->realWeapon == WP_GAUNTLET || pi->realWeapon == WP_BFG )
        {
            angles[PITCH] = angles[ROLL];
            angles[ROLL] = 0;
        }
        AnglesToAxis( angles, barrel.axis );

        UI_PositionRotatedEntityOnTag( &barrel, &gun, pi->weaponModel, "tag_barrel");

        RE_AddRefEntityToScene( &barrel );
    }*/

    //
    // add muzzle flash
    //
    if ( dp_realtime <= pi->muzzleFlashTime )
    {
        if ( pi->flashModel )
        {
            memset( &flash, 0, sizeof(flash) );
            flash.hModel = pi->flashModel;
            VectorCopy( origin, flash.lightingOrigin );
            UI_PositionEntityOnTag( &flash, &gun, pi->weaponModel, "tag_flash");
            flash.renderfx = renderfx;
            RE_AddRefEntityToScene( &flash );
        }

        // make a dlight for the flash
        if ( pi->flashDlightColor[0] || pi->flashDlightColor[1] || pi->flashDlightColor[2] )
        {
            RE_AddLightToScene( flash.origin, 200 + (rand()&31), pi->flashDlightColor[0],
                                    pi->flashDlightColor[1], pi->flashDlightColor[2] );
        }
    }

    //
    // add the chat icon
    //
    if ( pi->chat )
    {
        UI_PlayerFloatSprite( pi, origin, RE_RegisterShaderNoMip( "sprites/balloon3" ) );
    }

    //
    // add an accent light
    //
    origin[0] -= 100;	// + = behind, - = in front
    origin[1] += 100;	// + = left, - = right
    origin[2] += 100;	// + = above, - = below
    RE_AddLightToScene( origin, 500, 1.0, 1.0, 1.0 );

    origin[0] -= 100;
    origin[1] -= 100;
    origin[2] -= 100;
    RE_AddLightToScene( origin, 500, 1.0, 0.0, 0.0 );

    RE_RenderScene( &refdef );
}


/*
==========================
UI_RegisterClientSkin
==========================
*/
static qboolean UI_RegisterClientSkin( playerInfo_t *pi, const char *modelName, const char *skinName )
{
    char		filename[MAX_QPATH];

    Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower_%s.skin", modelName, skinName );
    pi->legsSkin = RE_RegisterSkin( filename );

    Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper_%s.skin", modelName, skinName );
    pi->torsoSkin = RE_RegisterSkin( filename );

    Com_sprintf( filename, sizeof( filename ), "models/players/%s/head_%s.skin", modelName, skinName );
    pi->headSkin = RE_RegisterSkin( filename );

    if ( !pi->legsSkin || !pi->torsoSkin || !pi->headSkin )
    {
        return qfalse;
    }

    return qtrue;
}


/*
======================
UI_ParseAnimationFile
======================
*/
static qboolean UI_ParseAnimationFile( const char *filename, animation_t *animations )
{
    char		*text_p, *prev;
    int			len;
    int			i;
    char		*token;
    float		fps;
    int			skip;
    char		text[20000];
    fileHandle_t	f;

    memset( animations, 0, sizeof( animation_t ) * MAX_ANIMATIONS );

    // load the file
    len = FS_FOpenFileByMode( filename, &f, FS_READ );
    if ( len <= 0 )
    {
        return qfalse;
    }
    if ( len >= ( sizeof( text ) - 1 ) )
    {
        Com_Printf( "File %s too long\n", filename );
        return qfalse;
    }
    FS_Read2( text, len, f );
    text[len] = 0;
    FS_FCloseFile( f );

    // parse the text
    text_p = text;
    skip = 0;	// quite the compiler warning

    // read optional parameters
    while ( 1 )
    {
        prev = text_p;	// so we can unget
        token = COM_Parse( &text_p );
        if ( !token )
        {
            break;
        }
        if ( !Q_stricmp( token, "footsteps" ) )
        {
            token = COM_Parse( &text_p );
            if ( !token )
            {
                break;
            }
            continue;
        }
        else if ( !Q_stricmp( token, "headoffset" ) )
        {
            for ( i = 0 ; i < 3 ; i++ )
            {
                token = COM_Parse( &text_p );
                if ( !token )
                {
                    break;
                }
            }
            continue;
        }
        else if ( !Q_stricmp( token, "sex" ) )
        {
            token = COM_Parse( &text_p );
            if ( !token )
            {
                break;
            }
            continue;
        }

        // if it is a number, start parsing animations
        if ( token[0] >= '0' && token[0] <= '9' )
        {
            text_p = prev;	// unget the token
            break;
        }

        Com_Printf( "unknown token '%s' is %s\n", token, filename );
    }

    // read information for each frame
    for ( i = 0 ; i < MAX_ANIMATIONS ; i++ )
    {

        token = COM_Parse( &text_p );
        if ( !token )
        {
            break;
        }
        animations[i].firstFrame = atoi( token );
        // leg only frames are adjusted to not count the upper body only frames
        if ( i == LEGS_WALKCR )
        {
            skip = animations[LEGS_WALKCR].firstFrame - animations[TORSO_GESTURE].firstFrame;
        }
        if ( i >= LEGS_WALKCR )
        {
            animations[i].firstFrame -= skip;
        }

        token = COM_Parse( &text_p );
        if ( !token )
        {
            break;
        }
        animations[i].numFrames = atoi( token );

        token = COM_Parse( &text_p );
        if ( !token )
        {
            break;
        }
        animations[i].loopFrames = atoi( token );

        token = COM_Parse( &text_p );
        if ( !token )
        {
            break;
        }
        fps = atof( token );
        if ( fps == 0 )
        {
            fps = 1;
        }
        animations[i].frameLerp = 1000 / fps;
        animations[i].initialLerp = 1000 / fps;
    }

    if ( i != MAX_ANIMATIONS )
    {
        Com_Printf( "Error parsing animation file: %s", filename );
        return qfalse;
    }

    return qtrue;
}


/*
==========================
UI_RegisterClientModelname
==========================
*/
qboolean UI_RegisterClientModelname( playerInfo_t *pi, const char *modelSkinName )
{
    char		modelName[MAX_QPATH];
    char		skinName[MAX_QPATH];
    char		filename[MAX_QPATH];
    char		*slash;

    pi->torsoModel = 0;
    pi->headModel = 0;

    if ( !modelSkinName[0] )
    {
        return qfalse;
    }

    Q_strncpyz( modelName, modelSkinName, sizeof( modelName ) );

    slash = strchr( modelName, '/' );
    if ( !slash )
    {
        // modelName did not include a skin name
        Q_strncpyz( skinName, "default", sizeof( skinName ) );
    }
    else
    {
        Q_strncpyz( skinName, slash + 1, sizeof( skinName ) );
        // truncate modelName
        *slash = 0;
    }

    // load cmodels before models so filecache works

    Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower.md3", modelName );
    pi->legsModel = RE_RegisterModel( filename );
    if ( !pi->legsModel )
    {
        Com_Printf( "Failed to load model file %s\n", filename );
        return qfalse;
    }

    Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper.md3", modelName );
    pi->torsoModel = RE_RegisterModel( filename );
    if ( !pi->torsoModel )
    {
        Com_Printf( "Failed to load model file %s\n", filename );
        return qfalse;
    }

    Com_sprintf( filename, sizeof( filename ), "models/players/%s/head.md3", modelName );
    pi->headModel = RE_RegisterModel( filename );
    if ( !pi->headModel )
    {
        Com_Printf( "Failed to load model file %s\n", filename );
        return qfalse;
    }

    // if any skins failed to load, fall back to default
    if ( !UI_RegisterClientSkin( pi, modelName, skinName ) )
    {
        if ( !UI_RegisterClientSkin( pi, modelName, "default" ) )
        {
            Com_Printf( "Failed to load skin file: %s : %s\n", modelName, skinName );
            return qfalse;
        }
    }

    // load the animations
    Com_sprintf( filename, sizeof( filename ), "models/players/%s/animation.cfg", modelName );
    if ( !UI_ParseAnimationFile( filename, pi->animations ) )
    {
        Com_Printf( "Failed to load animation file %s\n", filename );
        return qfalse;
    }

    return qtrue;
}


/*
===============
UI_PlayerInfo_SetModel
===============
*/
void UI_PlayerInfo_SetModel( playerInfo_t *pi, const char *model )
{
    memset( pi, 0, sizeof(*pi) );
    UI_RegisterClientModelname( pi, model );
    pi->weapon = WP_MELEE;
    pi->currentWeapon = pi->weapon;
    pi->lastWeapon = pi->weapon;
    pi->pendingWeapon = (weapon_t)-1;
    pi->weaponTimer = 0;
    pi->chat = qfalse;
    pi->newModel = qtrue;
    UI_PlayerInfo_SetWeapon( pi, pi->weapon );
}


/*
===============
UI_PlayerInfo_SetInfo
===============
*/
void UI_PlayerInfo_SetInfo( playerInfo_t *pi, int legsAnim, int torsoAnim, vec3_t viewAngles, vec3_t moveAngles, weapon_t weaponNumber, qboolean chat )
{
    int			currentAnim;
    weapon_t	weaponNum;

    pi->chat = chat;

    // view angles
    VectorCopy( viewAngles, pi->viewAngles );

    // move angles
    VectorCopy( moveAngles, pi->moveAngles );

    if ( pi->newModel )
    {
        pi->newModel = qfalse;

        jumpHeight = 0;
        pi->pendingLegsAnim = 0;
        UI_ForceLegsAnim( pi, legsAnim );
        pi->legs.yawAngle = viewAngles[YAW];
        pi->legs.yawing = qfalse;

        pi->pendingTorsoAnim = 0;
        UI_ForceTorsoAnim( pi, torsoAnim );
        pi->torso.yawAngle = viewAngles[YAW];
        pi->torso.yawing = qfalse;

        if ( weaponNumber != -1 )
        {
            pi->weapon = weaponNumber;
            pi->currentWeapon = weaponNumber;
            pi->lastWeapon = weaponNumber;
            pi->pendingWeapon = (weapon_t)-1;
            pi->weaponTimer = 0;
            UI_PlayerInfo_SetWeapon( pi, pi->weapon );
        }

        return;
    }

    // weapon
    if ( weaponNumber == -1 )
    {
        pi->pendingWeapon = (weapon_t)-1;
        pi->weaponTimer = 0;
    }
    weaponNum = pi->lastWeapon;
    pi->weapon = weaponNum;

    if ( torsoAnim == BOTH_DEATH1 || legsAnim == BOTH_DEATH1 )
    {
        torsoAnim = legsAnim = BOTH_DEATH1;
        pi->weapon = pi->currentWeapon = WP_MELEE;
        UI_PlayerInfo_SetWeapon( pi, pi->weapon );

        jumpHeight = 0;
        pi->pendingLegsAnim = 0;
        UI_ForceLegsAnim( pi, legsAnim );

        pi->pendingTorsoAnim = 0;
        UI_ForceTorsoAnim( pi, torsoAnim );

        return;
    }

    // leg animation
    currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT;
    if ( legsAnim != LEGS_JUMP && ( currentAnim == LEGS_JUMP || currentAnim == LEGS_LAND ) )
    {
        pi->pendingLegsAnim = legsAnim;
    }
    else if ( legsAnim != currentAnim )
    {
        jumpHeight = 0;
        pi->pendingLegsAnim = 0;
        UI_ForceLegsAnim( pi, legsAnim );
    }

    // torso animation
    if ( torsoAnim == TORSO_STAND || torsoAnim == TORSO_STAND2 )
    {
            torsoAnim = TORSO_STAND;
    }

    if ( torsoAnim == TORSO_ATTACK || torsoAnim == TORSO_ATTACK2 )
    {
            torsoAnim = TORSO_ATTACK;
        pi->muzzleFlashTime = dp_realtime + UI_TIMER_MUZZLE_FLASH;
        //FIXME play firing sound here
    }

    currentAnim = pi->torsoAnim & ~ANIM_TOGGLEBIT;

    if ( weaponNum != pi->currentWeapon || currentAnim == TORSO_RAISE || currentAnim == TORSO_DROP )
    {
        pi->pendingTorsoAnim = torsoAnim;
    }
    else if ( ( currentAnim == TORSO_GESTURE || currentAnim == TORSO_ATTACK ) && ( torsoAnim != currentAnim ) )
    {
        pi->pendingTorsoAnim = torsoAnim;
    }
    else if ( torsoAnim != currentAnim )
    {
        pi->pendingTorsoAnim = 0;
        UI_ForceTorsoAnim( pi, torsoAnim );
    }
}
